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Dwemer puzzle box morrowind
Dwemer puzzle box morrowind







dwemer puzzle box morrowind

Snowy Granius, a bandit, waylays travelers on the bridge.

  • If you have chosen the correct path, you will soon approach an ancient Dwemer bridge crossing Foyada Mamaea.
  • You will reach a fork in the road around Moonmoth Legion Fort, which has three roads to choose from.
  • Leave Balmora from the southern entrance, and head east.
  • All you have to do is obtain a Dwemer puzzle box from a local ruin called Arkngthand. However, he wants a favor before he gives you the information.

    dwemer puzzle box morrowind

    Antabolis can be found in the training room on the lower floor of the Balmora Fighters Guild in the center of town. Your first task from Caius is to talk to Hasphat Antabolis about the Nerevarine and Sixth House cults.

  • (Optional) Speak with Hasphat again to get the key which opens the lower levels of Arkngthand.ĭetailed Walkthrough Hasphat Antabolis.
  • Receive the notes for Caius from Hasphat upon returning the puzzle box.
  • Bring Hasphat a Dwemer puzzle box from the Dwemer ruins of Arkngthand northeast of Moonmoth Legion Fort.
  • Talk with Hasphat Antabolis in the Fighters Guild.
  • Ask Caius Cosades in Balmora for orders.
  • The Rubik's cube style puzzle would be a bit more complicated, but the same deal for the most part. If it's in the correct configuration, play the animation to open it up and put up a chest inventory for the player. So you'd basically just keep track of how many times each wheel has rotated, and check that against what the values need to be for it to be in the correct configuration. There's already a puzzle similar to this in the game that has an activator per "wheel" on the lock. As long as you can set up the animations properly (i.e., they exist in the model and you can start and stop them from script easily), you can just have it work like other "activator" style stuff in the game (i.e., hit the use key to activate), except it plays the appropriate animations, and also keeps track of the current state of the variables in the puzzle (for the lock, you'd need basically how many rotations per wheel, so you'd know in script what position the lock was at after the player activates it).

    dwemer puzzle box morrowind

    I just wanted to point out that if you keep the fancyness to a minimum, these types of puzzles should be pretty easy to implement. I haven't really done much TES scripting, but I have done a fair bit of games programming (as job and hobby both).









    Dwemer puzzle box morrowind